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©The Author(s) 2025.
World J Orthop. Jun 18, 2025; 16(6): 107422
Published online Jun 18, 2025. doi: 10.5312/wjo.v16.i6.107422
Published online Jun 18, 2025. doi: 10.5312/wjo.v16.i6.107422
Table 2 Summary of key studies with extended reality in phantom limb pain
Ref. | Type of study design | VR/AR/MR | Intervention | Treatment duration | No. of sessions | Pain assessment | Pretreatment | Post-treatment | Treatment efficiency |
Ortiz-Catalan et al[20], 2016 | Single-group clinical trial | AR/VR | Machine learning-based myoelectric control of virtual limb in AR/VR environments, including gaming tasks (e.g., racing car, target matching) | 2 hours/session | 12 | NRS, PRI | NRS: 5.2 ± 1.6, PRI: 19.2 ± 10.5 | NRS: 3.5 ± 2.1, PRI: 9.6 ± 8.1 | 50% of patients reduced medication intake; 71% reported ≥ 50% pain reduction at 6 months follow-up |
Osumi et al[17], 2017 | Clinical trial | VR | VR system using head-mounted display to show mirror-reversed computer graphic image of intact arm, simulating phantom limb movement | 10 minutes (single session) | 1 | NRS, SF-MPQ | NRS: 5.2 ± 2.4, SF-MPQ: 8.3 ± 7.6 | NRS: 3.0 ± 2.1, SF-MPQ: 2.5 ± 3.2 | 39.1% reduction in NRS; 61.5% reduction in SF-MPQ |
Lendaro et al[19], 2017 | Case study | VR | Phantom motor execution with myoelectric pattern recognition and virtual reality for lower-limb amputee | Approximately 2 hours/session | 23 | NRS, PRI | NRS: 4, PRI: 32 | NRS: 2, PRI: 10 | 50% reduction in NRS; 68% reduction in PRI |
Perry et al[22], 2018 | Clinical trial | VR | Virtual integration environment using electromyography to control virtual avatar limb movements | 30 minutes/session | Average 18 | VAS, SF-MPQ | VAS: Curve in figure, SF-MPQ: Curve in figure | VAS: Curve in figure, SF-MPQ: A curve in figure | 88% of participants reported pain reduction; 29% sustained relief at 6 months |
Rothgangel et al[23], 2018 (n = 75) | Single-blind RCT | AR | Group A: MT (4 weeks) + AR (6 weeks); group B: MT (4 weeks) + self-delivered MT (6 weeks); group C: Sensomotor exercises of intact limb (10 weeks) | 10 weeks (4 weeks initial + 6 weeks follow-up) | 10 individual sessions (first 4 weeks) | NRS | NRS: Mean 5.7 | Group A: 4.6 (10 weeks), 4.1 (6 months); group B: 3.6 (10 weeks), 2.7 (6 months); group C: 4.1 (10 weeks), 4.5 (6 months) | No significant between-group differences in NRS; 3 patients in group B showed complete recovery of PLP at 6 months |
Rutledge et al[18], 2019 | Feasibility study | VR | VR MT with bicycle pedaler and motion sensor to synchronize real/virtual limb motion | Single session (feasibility testing) | 1 | Phantom Limb Pain Questionnaire | 57.1% (8/14) participants reported PLP; 93% (13/14) reported one or more unpleasant phantom sensations | 28.6% (4/14) continued to report PLP symptoms and 28.6% (4/14) reported phantom sensations | Participants rated the treatment highly (75%) on the dimensions of helpfulness, immersion, realism, and satisfaction |
Kulkarni et al[24], 2020 | Pilot study | VR | Immersive VR with virtual limb visualization and interactive tasks | 55 minutes/session/months | 3 sessions (3 month) | NRS | NRS: Mean 6.11 | Mean NRS: 3.56 | Reduction in NRS with no significant difference |
Thøgersen et al[21], 2020 | Case series | AR | Customized AR training with virtual limb visualization matched to individual phantom perception, controlled via myoelectric signals; 3 tasks (pick-and-place, imitation, sorting), functional magnetic resonance imaging before and after intervention | 45 minutes/session, over 2 weeks | 8 | SF-MPQ, NRS | NRS: Mean 2.26 (for responding patients) | SF-MPQ: Mean change = | 52% reduction in SF-MPQ; 41% reduction in NRS; cortical reorganization correlated with pain relief |
Tong et al[25], 2020 | Case series | VR | Immersive VR where intact limb movements control a virtual avatar, providing mirrored visual feedback | 4–6 weeks | 3–10 | VAS, SF-MPQ | VAS: Mean 7.6, SF-MPQ: Mean 16.4 | VAS: Mean 6.15, SF-MPQ: Mean 7.06 | 19.04% reduction in VAS; 56.96% reduction in SF-MPQ; all participants showed pain reduction; improvements in anxiety and depression |
Ambron et al[16], 2021 | Clinical trial | VR | Custom VR games controlling avatar legs via motion-tracking sensors on intact/residual limbs | 55 minutes/session | 5–7 distractor sessions + 10–12 targeted sessions | VAS | VAS: 6.1 ± 2.1 | VAS: 3.1 ± 2.1 | 28% reduction after distractor sessions; 39.6% reduction after targeted sessions |
Annaswamy et al[27], 2022 | Pilot study | MR | Home-based use of Mr. MAPP system (mixed reality MT with exergames: Bubble Burst, Pedal, Piano games) | 1 month | Daily sessions | NRS, SF-MPQ, Patient-Specific Functional Scale | No clear baseline pain intensity reported | No clear trends in pain scores | Not statistically significant due to small sample size; 1/4 participants reported functional improvement |
Lendaro et al[26], 2024 | RCT | XR (VR/AR) | Phantom motor execution using myoelectric pattern recognition to control XR environment vs PMI with guided mental rehearsal | Variable (28–40 weeks total) | 15 | PRI from SF-MPQ, NRS | Phantom motor execution: NRS: 4.48 ± 2.77, PRI: 14.5 ± 8.78, PMI: NRS: 4.04 ± 2.87, PRI: 14.71 ± 7.28 | Phantom motor execution: NRS change = 1.97 ± 0.11, PRI change = 9.35 ± 0.22 PMI: NRS change = 1.25 ± 0.18, PRI change = 10.03 ± 0.45 | 64.5% (phantom motor execution) and 68.2% (PMI) reduction in PRI; 71% (phantom motor execution) and 68% (PMI) experienced ≥ 50% pain reduction |
- Citation: Gan D, Wang SY, Liu K, Zhang SY, Huang H, Xing JH, Qin CH, Wang KY, Wang T. Innovative exploration of phantom limb pain treatment based on extended reality technology. World J Orthop 2025; 16(6): 107422
- URL: https://www.wjgnet.com/2218-5836/full/v16/i6/107422.htm
- DOI: https://dx.doi.org/10.5312/wjo.v16.i6.107422